Analyser et représenter la progression de la difficulté d’un jeu sérieux du point de vue ludique et pédagogique

Abstract : With the development of mobile learning, some learning games follow this trend by proposing games designed around a lot of short levels dedicated to the practice of specific skills. As in videogames, it is very important to offer a progressive challenge or even better a challenge adapted for the learner. The design of levels is most of the time empirical: some are evaluated too easy or other too difficult, misplaced and some adjustments are made progressively. In this paper, we focus thus on a methodology to describe the levels of a learning game both from a playful and a pedagogical point of view in order to be able to evaluate the progression (difficulty, learning, gaming/fun). We applied this approach to existing learning games and are able to suggest some improvements or simply draw a global view, which is a prerequisite for a more accurate challenge adaptation for a specific learner.
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Thibault Carron, Mathieu Muratet, Bertrand Marne, Amel Yessad. Analyser et représenter la progression de la difficulté d’un jeu sérieux du point de vue ludique et pédagogique. EIAH 2017, Jun 2017, Strasbourg, France. ⟨hal-01515753⟩

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